I figure that since I’m laid up with two bum legs (I really ought to be walking with crutches), I should do my overdue blog update.
I’ve been thinking about house rules, SW:A (d’uh), and campaigns, and I want to offer some suggestions, even if they may only – at this point – be directed toward the Space Marines.
The rule book says that if a model dies, all of the equipment s/he/it is carrying gets nulled. *Poof*. I don’t like that. If a model is actually killed, roll a D6. On a 6, the mini loses gear. Role a D6 – on 1,2, or 3, you keep 50% of the gear the mini was equipped with (not including base equipment). This remaining gear is chosen by your opponent for that game. On a 6, you *do* lose all gear.
I also find it odd, if understandable, that Stalker-pattern boltguns aren’t available for Space Marine Scout Sergeants. I recommend that they can buy a Stalker-pattern bolter for +50% of the weapon’s base cost, just like a reload. A Stalker-pattern bolter with a reload would therefore cost 200pts. However, the Stalker pattern would (A) have to be purchased at the initial kill team creation, NOT as a periodic upgrade. The weapon would have a 30% increase in long-range, and a +1 to hit.
Scout kill teams, not just Space Wolf scouts, should have access to D3 special weapons at kill-team creation, with only re-loads available as upgrades. Once a weapon is destroyed or lost, it cannot be regained, and no additional models added to the roster can bring a special weapon with them into the kill team.
As a kill team gains experience and becomes more savvy as to how to survive – namely, once all New Recruits are promoted and all models’ stats maxxed out, they should be able to acquire some equipment. Perhaps they made it to a difficult drop zone, or another kill team smuggled the equipment in. So:
Space Marine Bike (rules also feasible for Ork bikes): 2 promethium to acquire, +1 promethium per battle upkeep. +1 toughness for rider. 6″ or 12″ movement. 6″ allows all weapons and attacks as normal; 12″ permits a charge and one attack with a melee weapon, and MUST make a minimum 6″ move next turn, but may not shoot. A D6 can be rolled, and the biker can execute a “zoom” straight forward, and must spend 2 turns slowing down, by D6+1″ each turn. Turning (between 0 and 50 degrees) is only permitted if a bike travels at a speed of 12″ or less, and not at all until the second turn after zooming.
A 12″ move into melee combat counts as charging. “Zooming” into close combat requires an immediate bottle test as normal by the charged unit (except Orks, which get a +2 bonus to their bottle test; Necrons, and Tyranids). If they pass, the charged model (and D3 within 2″) take an immediate normal melee attack from the charging model.
Twin-linked bolters or shootas. Riders may use their usual weapon instead, and so long as they moved less than 12″, the rider can use their melee weapon in close combat. An enemy can choose to target either the bike or the rider. The bike has Toughness 5, and an armour save of 3+, with only one wound. If a bike is destroyed, the rider takes an immediate armour save of 5+ as he bails out. The bike and rider would follow the above campaign adjustment.
Advanced Bike Rules: a bike traveling at a speed of 12″ or greater may roll 2D6. If they roll above their STR value, they can jump over difficult terrain, and land on the other side clearly, but must comply to “wobbly model syndrome,” and spend a turn slowing down at D6+1″. The bike and rider take an immediate combined invulnerable 5+ save.
- Space Marine Land Speeder (Ork buggy): 5 promethium to acquire, 3 promethium for upkeep. Because of the fiddly nature of this game, a landspeeder acts much as a large bike, but with a 1D6+3″ base movement, and a 12″+3D6″ possible “zoom”; equipped with a heavy bolter (reloads possible, as well as vision enhancing goggles, but no other upgrades). They have a 3+ save (5+ for Buggies), Toughness 6, and 3 Wounds (4 Wounds for Buggies). The pilot or gunner can be hit on a BS-2 test, and have a 5+ invulnerable save. If the landspeeder (or buggy) is destroyed in-game, the riders are considered “out of action” and rolls are made as normal. If the vehicle is destroyed in-game, it and its weapon are removed entirely from the kill team’s roster.
- Landspeeders can ignore difficult terrain. Landspeeders have a heavy bolter, and cannot shoot if they move more than 14″.
- Buggies make a normal test to go through difficult terrain, with an added D6. The Orks can choose to take a bottle test if the test is failed: if they pass, they re-enter the game on foot as usual, but start as “knocked down.”
- Buggies can choose any special or heavy weapon listed, and can fire regardless of the speed at which they travel. If the weapon fails an ammo or sustained fire test, the weapon is useless for the rest of the game.
Ork vehicles are easier to repair and build than Imperial vehicles, so replacement buggies and bikes cost only 3 promethium per game each at new addition, upkeep as normal.
Landspeeders and bikes must be found as mission objectives. These replacements are free, but cost +1 promethium per game upkeep.
Upkeep must be paid each time a campaign game is played, whether the corresponding vehicle is used or not.
Space Marine Scouts: maximum 2 bikes, 1 Landspeeder;
Orks: maximum 3 bikes, 1 Buggy.